Dungeons
Diablo 4 has 115 dungeons that pay into the Codex of Power, and all of them use the same small vocabulary of chores. You free prisoners, you gather Animus from carriers and pour it into an urn, you carry a statue or a Bloodstone back to a pedestal one at a time, you find a key or throw a lever, you smash a set of structures, or you simply kill everything in a named room. Our 105 dungeon walkthroughs describe those chores door by door, and this guide sorts them by the one the walkthrough puts first, because the objective decides how long a dungeon takes far more than its boss does.
Two facts frame the list. Our dungeon map names a final boss for 83 of the 115 dungeons and none for 32, so more than a quarter of them end on the last objective rather than a fight. And the Codex reward is dealt evenly: 20 dungeons hand out an aspect for each of the five classes and 15 pay an aspect anyone can use, with every first clear worth 30 Renown as well. Where a class's aspect sits is in the items guide; where the bosses recur is in the bosses guide.
| What the door asks for | Dungeons on our pages | Typical wording in the walkthrough |
|---|---|---|
| Prisoners to free | 17 | Free the prisoners, then a key or the boss |
| Animus to collect | 18 | Kill Animus Carriers, deposit in the Animus Urn |
| Something to carry back | 18 | Return the Bloodstone or Ancient Statue to the pedestal |
| A key or a lever | 11 | Slay the keeper, take the key, open the door |
| Structures to destroy | 20 | Destroy the Skeletal Constructs, Wards, Idols or Boils |
| Nothing but kills, or straight to the boss | 21 | Slay all enemies in a named area |
Most dungeons chain two or three of these, so a page was filed under the first that applies in the order above. That order is deliberate: prisoners and Animus are the objectives that send you exploring, carrying and keys are the ones that send you back and forth, and destruction and slaughter are the ones you finish on the way to the boss.
Prisoners to free
Seventeen dungeons open with cages, and the count matters, because our pages give it: four in Witchwater, five in the Faceless Shrine and Buried Halls, six in Oblivion, seven in Dead Man's Dredge and Penitent Cairns. Luban's Rest inverts the idea with a timed event in which adventurers have to be kept alive rather than released.
| Dungeon | Region | After the prisoners | Final boss | Codex aspect |
|---|---|---|---|---|
| Abandoned Mineworks | Kehjistan | Levers, then three Forsaken Miners | None | Aspect of Retribution, all classes |
| Bloodsoaked Crag | Dry Steppes | Hell Drinkers, then Animus | Chief Marauder | Shepherd's Aspect, Druid |
| Buried Halls | Dry Steppes | Five prisoners give up the key | Resurrected Malice | Rapid Aspect, all classes |
| Charnel House | Dry Steppes | Vardok's Feeding Pit key, a corpse pile | None | Aspect of Perpetual Stomping, Barbarian |
| Dead Man's Dredge | Fractured Peaks | Animus and two levers | The Alpha Werewolf on our page; none in the master table | Aspect of Piercing Cold, Sorcerer |
| Domhainne Tunnels | Scosglen | A Stone Carving | Khazra Abomination | Aspect of Efficiency, Sorcerer |
| Faceless Shrine | Hawezar | Three Blood Obelisks | Mother's Judgement | Unyielding Commander's Aspect, Necromancer |
| Forgotten Depths | Dry Steppes | A Mechanical Box in the Profane Hills | Tomb Lord | Aspect of Biting Cold, Sorcerer |
| Guulrahn Slums | Dry Steppes | The Forlorn Cells emptied | Resurrected Malice | Splintering Aspect, Necromancer |
| Howling Warren | Scosglen | The Howling Maws first, then everything else | None | Aspect of Arrow Storms, Rogue |
| Luban's Rest | Scosglen | A Crypt Key from the Bandit Captain, three Sentinel Statues | Tomb Lord | Cheat's Aspect, Rogue |
| Maddux Watch | Scosglen | A Channeling Shrine and three Skeletal Constructs | Tomb Lord | Charged Aspect, Sorcerer |
| Maugan's Works | Hawezar | A maze | Knight Council | Earthstriker's Aspect, Barbarian |
| Oblivion | Hawezar | The Ritual Pens key, three Fallen Idols | None | Aspect of Shared Misery, all classes |
| Penitent Cairns | Scosglen | Thirty seconds survived, a Stone Carving | Resurrected Malice | Death Wish Aspect, Barbarian |
| Shadowed Plunge | Hawezar | Nangari, then Wards | None | Aspect of Branching Volleys, Rogue |
| Witchwater | Hawezar | A Worn Key, three Wards of Eyes | Slither | Prodigy's Aspect, Sorcerer |
Animus to collect
Eighteen dungeons run on Animus, the substance dropped by marked Animus Carriers and poured into an urn to open the way on. Our Prison of Caldeum page has the warning that applies to all of them: the drop is small and easy to miss, so look around after every carrier falls. Both capstone dungeons use it too, and are covered further down.
| Dungeon | Region | Around the Animus | Final boss | Codex aspect |
|---|---|---|---|---|
| Anica's Claim | Fractured Peaks | Then an Ancients Statue and the Frozen Heart of Zagraal | Shatterhorn on our page; none in the master table | Stormclaw's Aspect, Druid |
| Bastion of Faith | Hawezar | A box returned, then Mera | Mera and her Sentinels | Trickshot Aspect, Rogue |
| Betrayer's Row | Dry Steppes | Bloodstones first, Animus second | Scourge of the Land | Aspect of Potent Blood, Necromancer |
| Broken Bulwark | Scosglen | The Keep Key first | Khazra Abomination | Ghostwalker Aspect, all classes |
| Corrupted Grotto | Kehjistan | Then Demonic Corruption; our page asks for level 95 | None | Aspect of Grasping Veins, Necromancer |
| Dark Ravine | Dry Steppes | Then the Favored | Mother's Judgement | Aspect of Might, all classes |
| Endless Gates | Hawezar | Then Typhon the Keeper's Mage Key | Scourge of the Land | Aspect of the Rampaging Werebeast, Druid |
| Fading Echo | Kehjistan | Svanjasga's Lieutenants first | Captain Svanjasga | Skinwalker's Aspect, Druid |
| Feral's Den | Scosglen | A Runestone; needs Moordaine Lodge cleared | Innes, Vengeance of Glora-An-Fhaidha | Aspect of Quicksand, Druid |
| Hallowed Ossuary | Fractured Peaks | Then a Bloodstone in the Undercroft of Rebirth | Blood Bishop | Aspect of Unrelenting Fury, Barbarian |
| Heretics Asylum | Kehjistan | Scar Gundror | Knight Council | Veteran Brawler's Aspect, Barbarian |
| Inferno | Kehjistan | A Bloodstone | Scourge of the Land | Vengeful Aspect, Rogue |
| Oldstones | Scosglen | A Stone Carving first | Khazra Abomination | Edgemaster's Aspect, all classes |
| Prison of Caldeum | Kehjistan | The warden's key first | Scourge of the Land | Opportunist's Aspect, Rogue |
| Sepulcher of the Forsworn | Kehjistan | Unlocked by the Altar of Ruin stronghold | Seething Hivemaster | Hulking Aspect, Necromancer |
| Shifting City | Dry Steppes | Two Ancient Statues carried one at a time first | Tomb Lord | Ravenous Aspect, Rogue |
| Stockades | Scosglen | The Rusty Metal Key first | Resurrected Malice | Crashstone's Aspect, Druid |
| Twisted Hollow | Scosglen | A Carving returned | Bramble | Shadowslicer Aspect, Rogue |
Something to carry back
Eighteen dungeons are about the walk. Ancient Statues, Stone Carvings, Bloodstones, Ancient Slabs and Mechanical Boxes all have to be found and brought to a pedestal, and the Shifting City page states the rule that makes these slow: you carry one at a time, so two statues mean two trips. Onyx Hold is the odd one, where the things carried back are corpses to their graves.
| Dungeon | Region | What you carry | Final boss | Codex aspect |
|---|---|---|---|---|
| Akkhan's Grasp | Hawezar | Bloodstones, past the Vampire Lords | Blood Bishop | Blighted Aspect, Necromancer |
| Ancient's Lament | Dry Steppes | Ancient Statues, then Demonic Corruptions | None | Aspect of Volatile Shadows, Rogue |
| Calibel's Mine | Scosglen | Killian Rex's key, then a statue | Resurrected Malice | Aspect of the Relentless Armsmaster, Barbarian |
| Carrion Fields | Dry Steppes | Two Ancient Slabs | Tomb Lord | Aspect of the Iron Warrior, Barbarian |
| Champion's Demise | Dry Steppes | Stone Carvings, then the Carian Defilers | Khazra Abomination | Aspect of the Umbral, all classes |
| Collapsed Vault | Kehjistan | An Ancients Statue after the Unstable Rampart; the page notes a known bug | Seething Hivemaster | Aspect of Cyclonic Force, Druid |
| Forgotten Ruins | Kehjistan | Two mechanical boxes after the Archives | Slither | Iron Blood Aspect, Barbarian |
| Hakan's Refuge | Kehjistan | Ancient statues, then three Matriarchs | None | Relentless Berserker's Aspect, Barbarian |
| Haunted Refuge | Hawezar | A Stone Carving, then levers | None | Brawler's Aspect, Barbarian |
| Iron Hold | Hawezar | The Jailer's Key, then a Bloodstone | Scourge of the Land | Fastblood Aspect, Necromancer |
| Leviathan's Maw | Hawezar | Two Bloodstones | None | Aspect of Siphoned Victuals, Rogue |
| Lost Archives | Fractured Peaks | Mechanical Boxes after the Demonic Vanguards | Spiritcaller of Frost | Aspect of the Protector, all classes |
| Onyx Hold | Dry Steppes | Languishing corpses to their graves | None | Storm Swell Aspect, Sorcerer |
| Path of the Blind | Dry Steppes | A Bloodstone after three Blind Guardians | Scourge of the Land | Aspect of Bursting Bones, Necromancer |
| Sanguine Chapel | Fractured Peaks | Mechanical boxes, then the Defiled Undercroft | Blood Bishop | Energizing Aspect, Rogue |
| Shivta Ruins | Kehjistan | A Bloodstone, then the Shambles of Vermin | Seething Hivemaster | Wind Striker Aspect, all classes |
| Sunken Ruins | Scosglen | Stone Carvings, then Skeletal Constructs | Tomas on our page; none in the master table | Aspect of Ancestral Force, Barbarian |
| Zenith | Fractured Peaks | Levers, then a Bloodstone | Blood Bishop | Recharging Aspect, Sorcerer |
A key or a lever
Eleven dungeons are locked in the literal sense. The key is always on a named enemy, the Decayed Keymaster in the Sealed Archives, the Gate Keeper in the Defiled Catacombs, Adalgrim in the Tormented Ruins, or hidden in a room like the Sailors' Demise in the Vault of the Forsaken. Two swap the key for machinery: the Gate Winches of the Black Asylum and the Gate Controls of Kor Dragan Barracks.
| Dungeon | Region | The lock | Final boss | Codex aspect |
|---|---|---|---|---|
| Belfry Zakara | Hawezar | A rusted key after the Drowned Bells | Drowned Seahag | Aspect of the Ursine Horror, Druid |
| Black Asylum | Fractured Peaks | Two Gate Winches, then the Haunted Cellblock | Resurrected Malice on our page; none in the master table | Aspect of Torment, Necromancer |
| Crusader's Cathedral | Kehjistan | The Pristine Key, then the Blasphemists | Tomb Lord | Stormshifter's Aspect, Druid |
| Cultist Refuge | Fractured Peaks | The Overseer's Cultist Key, then two High Priests; inside Nostrava | None | Flamewalker's Aspect, Sorcerer |
| Defiled Catacombs | Fractured Peaks | The Catacomb key, four Skeletal Constructs, spike traps | Broodguard | Aspect of Tempering Blows, Barbarian |
| Derelict Lodge | Fractured Peaks | The Bloodstained Key from the slain villagers | Spiritcaller of Frost | Aspect of Explosive Verve, Rogue |
| Kor Dragan Barracks | Fractured Peaks | The Gate Controls, then Blood Boils | None | Aspect of Anemia, Barbarian |
| Sealed Archives | Dry Steppes | The Rotten Key, then the Archives of Resentment | Tomb Lord | Aspect of Mending Stone, Druid |
| Tomb of the Saints | Kehjistan | Switches | Resurrected Malice | Incendiary Aspect, Sorcerer |
| Tormented Ruins | Fractured Peaks | Adalgrim's key to the Chamber of Calling | Scourge of the Land | Aspect of the Unsatiated, Druid |
| Vault of the Forsaken | Scosglen | The Chamber key at the Sailors' Demise | Drowned Seahag | Requiem Aspect, Necromancer |
Structures to destroy
Twenty dungeons ask you to break things, and the things come in sets of two or three: Skeletal Constructs in four of them, Wards of Eyes, Fallen Idols, Silken Spires, Seaborn Goddess statues, Blood Boils, Sacred Seals, Corpse Piles, Egg Clusters. These are the quickest doors in the game when the set is on your route and the slowest when one piece is hidden, which is what the walkthroughs are for.
| Dungeon | Region | What breaks | Final boss | Codex aspect |
|---|---|---|---|---|
| Caldera Gate | Fractured Peaks | Three Fallen Idols, then the Stilled Tunnels | The Herald of the Dead on our page; none in the master table | Eluding Aspect, all classes |
| Deserted Underpass | Kehjistan | The Ward of Eyes after the Webbed Caverns | None | Torturous Aspect, Necromancer |
| Ghoa Ruins | Hawezar | Seaborn Goddess statues on the way to the Vile Chamber | Drowned Seahag | Enshrouding Aspect, Rogue |
| Grinning Labyrinth | Dry Steppes | Demonic Corruption, then the Grinning Fiends | Scourge of the Land | Aspect of the Calm Breeze, Druid |
| Guulrahn Canals | Dry Steppes | The Cocoon and the Corpse Pile after the Offal Pits | None | Trickster's Aspect, Rogue |
| Halls of the Damned | Kehjistan | Idols, then the Monolith | Tomb Lord | Aspect of Disobedience, all classes |
| Hoarfrost Demise | Fractured Peaks | Skeletal Constructs, then the Flesh Cavern | Khazra Abomination | Blood-Bathed Aspect, Necromancer |
| Immortal Emanation | Fractured Peaks | Blood Boils, then the Pillar of the Eternal Bond | Blood Bishop | Mangled Aspect, Druid |
| Mariner's Refuge | Scosglen | Three Seaborn Goddess structures | Drowned Seahag | Overcharged Aspect, Druid |
| Maulwood | Fractured Peaks | Skeletal Constructs after the Bandit Sentries | None | Slaking Aspect, Barbarian |
| Pallid Delve | Dry Steppes | Skeletal Constructs after the Salt Mine | Tomb Lord | Elementalist's Aspect, Sorcerer |
| Rimescar Cavern | Fractured Peaks | Three Sacrificial Flesh, then the Ice Barrier | Khazra Abomination | Aspect of Plunging Darkness, Necromancer |
| Sarat's Lair | Scosglen | Three Silken Spires in a maze | Sarat | Snowveiled Aspect, Sorcerer |
| Seaside Descent | Dry Steppes | Corpse Piles after the Secluded Grotto | None | Aspect of Retaliation, Druid |
| Serpent's Lair | Hawezar | Wards of Eyes among the Serpent Cultists; opens with the Hawezar story | None | Aspect of Three Curses, Sorcerer |
| Sirocco Caverns | Kehjistan | Three Silken Spires, two Spider Callers | None | Aspect of Echoing Fury, Barbarian |
| Uldur's Cave | Kehjistan | Barricades, then the Bandit Hideout | None | Aspect of the Damned, Necromancer |
| Underroot | Scosglen | Egg Clusters after the Labyrinth of Rot; needs Tur Dulra | None | Aspect of the Expectant, all classes |
| Whispering Vault | Dry Steppes | Two Sacred Seals | Tomb Lord | Aspect of Unstable Imbuements, Rogue |
| Wretched Delve | Scosglen | Two Fallen Idols after the Burial Cairns | Spiritcaller of Squalls | Aspect of Static Cling, Sorcerer |
Nothing but kills, or straight to the boss
Twenty-one dungeons ask for nothing you can carry. Seventeen of them string together named rooms to clear and named elites to kill, the Banes of Eridu, the High Inquisitors, the Bandit Captains, the Watchmen, before the boss room, and four have walkthroughs that go straight to the boss. These are the pages behind our Nightmare dungeon tier list's XP picks, because a dungeon with no fetching is a dungeon you can run in a straight line.
| Dungeon | Region | Who has to die | Final boss | Codex aspect |
|---|---|---|---|---|
| Aldurwood | Scosglen | Three Aldurkins | Den Mother | Aspect of Reanimation, Necromancer |
| Blind Burrows | Hawezar | Everything in the Fethis Wetlands burrow | Broodguard | Aspect of the Tempest, Druid |
| Crumbling Hekma | Kehjistan | The Desolate Sacellum, then three Redeemers; inside Omath's Redoubt | Tomb Lord | Aspect of Splintering Energy, Sorcerer |
| Earthen Wound | Hawezar | Straight to the boss | Chief Marauder | Aspect of Singed Extremities, Sorcerer |
| Fetid Mausoleum | Hawezar | Five objectives our page folds into the boss fight | Blood Bishop | Snowguard's Aspect per the master table; see the items guide |
| Flooded Depths | Scosglen | Three objectives; below Hope's Light | None | Aspect of Empowering Reaper, Necromancer |
| Forbidden City | Fractured Peaks | Three Enraged Spirits, then the Ghastly Depths | Resurrected Malice | Nighthowler's Aspect, Druid |
| Heathen's Keep | Hawezar | Three High Inquisitors | Blood Bishop | Aspect of Numbing Wrath, Barbarian |
| Jalal's Vigil | Scosglen | The Corrupted Chargers | Bramble | Bladedancer's Aspect, Rogue |
| Komdor Temple | Dry Steppes | The High Priests | Khazra Abomination | Aspect of the Bounding Conduit, Sorcerer |
| Light's Refuge | Hawezar | Straight to the council | Knight Council | Aspect of Bul-Kathos, Barbarian |
| Light's Watch | Fractured Peaks | The Watchmen, then the War Room | Den Mother | Aspect of Conflagration, Sorcerer |
| Lost Keep | Hawezar | Knights and ghosts, straight to the boss | Resurrected Malice | Aspect of the Deflecting Barrier, all classes |
| Mournfield | Dry Steppes | The encampment, then the Bandit Captains | Outlaw Sharpshooter | Aspect of Berserk Ripping, Barbarian |
| Nostrava Deepwood | Fractured Peaks | Everything, then the Treebones | None | Flesh-Rending Aspect, Necromancer |
| Raethwind Wilds | Scosglen | The Encroaching Thickets | Bramble | Aspect of Inner Calm, all classes |
| Renegade's Retreat | Kehjistan | Three Keepers | Outlaw Sharpshooter | Aspect of Corruption, Rogue |
| Ruins of Eridu | Hawezar | The Rotting Halls, then two Banes of Eridu | Spiritcaller of Flames | Sacrificial Aspect, Necromancer |
| Sunken Library | Kehjistan | The guardians and the Head Librarian, then the Herald of the Dead | None in the master table | Aspect of Control, Sorcerer |
| Whispering Pines | Scosglen | The Razed Keep | Spiritcaller of Squalls | Ballistic Aspect, Druid |
| Yshari Sanctum | Kehjistan | Straight to the boss | Mother's Judgement | Needleflare Aspect, all classes |
The five dungeons that are not in the Codex
Five pages sit outside the 115. The Cathedral of Light and the Fallen Temple are the two capstones, run at level 50 and 70 to open World Tiers 3 and 4; both are Animus dungeons underneath, the first ending in the High Council and The Curator, the second in a choice of trials and then Elias. Lair of the Despoiler and Mithering Descent are story dungeons, the first behind Tur Dulra and The Old Ways quest, the second inside Threads of Envy with no boss and 20 Renown. And the Hidden Camp is not a dungeon at all but a Diablo 3 easter egg in Kehjistan's Forgotten Overlook.
Where our list and the master table part ways
Ten of the 115 dungeons in the master table have no walkthrough of their own yet: Forsaken Quarry, Kor Valar Ramparts and Mercy's Reach in the Fractured Peaks, Ancient Reservoir and Steadfast Barracks in Hawezar, Conclave and Putrid Aquifer in Kehjistan, and Demon's Wake, Garan Hold and Hive in Scosglen. Their aspects are still covered on the aspect list, and Conclave is described alongside the Corrupted Grotto as another Kehjistan dungeon with no boss. Two dungeons run the other way, present on our pages but missing from the table: Lair of the Despoiler and Mithering Descent, both story dungeons. Five names differ by a letter between the table and the page, Defiled Catacomb or Catacombs, Endless Gate or Gates, Maugan's Work or Works, Shadow or Shadowed Plunge, Tomb or Tombs of the Saints, and the tables above use the page's spelling.
Running them again: Nightmare dungeons
Once World Tier 3 is open, a Nightmare Sigil turns any of these into a Nightmare dungeon with affixes and glyph XP, and the objective type is what our tier list is really ranking. Its six XP picks, Aldurwood, Blind Burrows, Champion's Demise, Guulrahn Canals, Raethwind Wilds, then Sunken Ruins, are kill-only or single-carry dungeons; its five glyph picks, Cultist Refuge, Lost Archives, Maugan's Works, Maulwood and Witchwater, are longer runs where the extra rooms are the point. The farming guide adds the reset trick and the rule of thumb to run sigils three levels above your own, and the dungeon reset page covers the normal-world version.
Which dungeon to run first is a regional question: the regions guide shows how the 115 split across the five zones, and the Diablo 4 hub explains why the Codex you fill here is one of the few things a new character inherits.
Frequently asked questions
How many dungeons in Diablo 4 have no boss?
32 of the 115 in our master table end on the last objective instead of a boss fight. Several of those, like Anica's Claim and Caldera Gate, do have a final elite on our walkthrough that the table does not count as a boss.
Do all dungeons give the same Renown?
Every walkthrough that states it says 30 Renown for the first clear, plus the Codex aspect. Mithering Descent, a story dungeon outside the Codex, pays 20.
Which dungeons need a stronghold cleared first?
Our pages name Cultist Refuge inside Nostrava, Crumbling Hekma inside Omath's Redoubt, Sepulcher of the Forsworn via Altar of Ruin, Feral's Den and Twisted Hollow behind Moordaine Lodge, Underroot and Lair of the Despoiler behind Tur Dulra, Oblivion behind Eriman's Pyre, and Anica's Claim after Malnok.